Showing posts with label Battlestar Galactica. Show all posts
Showing posts with label Battlestar Galactica. Show all posts

Friday, 7 April 2017

No YOU'RE a cylon!

Zhwummmm... zhwummm... I mean, err, hello! Hello from your totally human and not-at-all cybernetic blog-writer! Please ignore any possible, hmm, unusual redness in my eyes; it's all perfectly normal and nothing to do with robots. NoBoG was a bit thin on the ground this week, but of course, no less fun than usual. Games I surveyed this time round were Dead of Winter, Inis, Citadels and my own Spiel der Woche, Battlestar Galactica.
The start of the evening: not too many folks in.
The usually packed middle section

Even though Spring has been setting in in Norwich this past week, a cold bite returned though perhaps not quite leaving us in the Dead of Winter. When I arrived Chris (no, not me, a different one) said the team was working well together; though there could be a traitor, they had no concrete evidence and were close to winning. Chris thought it might have been easier due to the high player count of six. J-Dawg disagreed and declared that it actually gets more boring. (I considered asking why he was playing if it was boring but I suspected it was all a cover for being a traitor, and didn't want to ruin things.) At this point, Maddie (whose nickname I have deemed too difficult to type) was deciding her turn and was being called out for attracting the zombies after killing one. Now I'm not entirely familiar with how this game works but this did strike me as being a little bit out of the ordinary — maybe she's the traitor! When I inquired as to what kind of make-up or clothing might be used to attract a zombie I was informed it was best not ask. Thankfully my imagination was distracted before running away to dark and... disgusting places because Sean gave me chocolate. Whew.
Dead of Winter, teamwork in action.
In spite of the aforementioned teamwork, Gareth suspects that GaydogJ-Dawg (yes, this slip of the tongue actually happened, and yes, it had to be put in the blog. Journalistic integrity.) is a baddie on account of always screwing him over. J-Dawg counters that Gareth has been taking "outrageous risks!" and it all kicks off! Accusations fly left and right, that J-Dawg has been eating all the food, that certain people's mothers do certain unspeakable things for certain low prices and I make my exit. With certainty.
Would you like to attract these lovely lads?
When I return, I guess I'd missed the action because J-Dawg wanted to mime daggers flying through the air, piercing his back. This was a melodramatic way of announcing that Gareth had just shot him. I took some pictures and fled before I met the same fate.
Next up was pInis. This is a card drafting game in which you're trying to become King of the Island. Or the Inis. Pronounced "innish," which is where you go when you think you want to drink a beerish. I don't speak Celtic anyway (not Goidelic. Not even Brythonic, never mind Galatian.) There are three methods of becoming Kingish: you can become the chieftain of six clans, occupy six territories of the game board, or control six sanctuaries. The interesting aspect of this comes, though, because you gain a token for one of these victory conditions on your turn, but to win you have to not only still satisfy that condition by the start of your next turn, but you mustn't be drawing with anyone else who is simultaneously satisfying a victory conditions. The upshot is that while it's not that hard to get a victory condition, it's very easy to lose it, or to be tying when your opportunity to win comes around. In addition to the above, if you control the island's capital and possess a victory condition, you win even if someone else has one, too.
A board game...ish.
Inis has nice pieces.
As Tom put it to me, they'd got to the point, when I came by, where they were all quite close to winning but everyone was cock-blocking everyone else. Tom was, at least according to Emma, the biggest cock of all (or maybe the biggest block?) For the sake of balance I must also include that he protests that what befell Emma was not entirely his fault and that it would have happened without his interference. Then he and Dave fought each other too much and pissed away all their action cards, which are your only means of defence and of course throwing them away limits your possibilities, perhaps throwing your carefully laid plans awry.
The players contemplate their options in Inis.

I then swung by a game plaid by those men (and women) in the ivory towers of several Citadels, a game I love for its sometimes agonising layers of social deduction. The aim of the game is to have the most point-value of built districts at the end of the game, by paying that same point value in money to build them. Added to the mix is the fact that each round you take on a different role, chosen from a selection that is passed around, dwindling until the final person chooses from two. The trick here is that the special abilities of two of the roles which I will describe as the "fuck-you" roles target roles rather than players so if the most advantageous role for you is the merchant and you pick it, you may find yourself skipping your turn or losing all your dollah.
The citadels being built... and destroyed.
Joe seemed to be close to winning and his strategy was "just trying to go into 'game over' while everyone else does trying build big things," in other words trying to end the game by getting eight districts built, even if they're not worth so much. He'd also been the biggest dick, stealing all of Monika's money and other people's besides. "Crime does pay," he said, but it did turn out that he got his just desserts in the form of brutal murder for all his thievery. (In case you're wondering, after being murdered your city is taken over by your heir(s) in your stead.) Sam reckoned James was also doing pretty well, and I inadvertently aided him on his path to victory by clearing up his misunderstanding of the Warlord's special ability, pointing out that he could destroy one of frontrunner Joe's districts for free. The pot suitably stirred, I ran off.
And that brings us to the 5+ hour epic consisting almost entirely of pot-stirring that is Battlestar Galactica! Ahh, what a game. A special place it has in my heart, and I'd not played it for nearly a year. If you think you might watch the TV show, be warned that mild spoilers will follow.
The premise of the game, as with the show, is that humanity is trying to escape the blasted nuclear wasteland that was their home and strike out for the legendary Kobol, dogged all the way by their chrome-plated former slaves, the Cylons. Hidden amongst the humans, however, are sneaky skin-jobs who appear indistinguishable from good honest people with organs and souls and whatnot. They try to sabotage humanity's efforts by subterfuge and trickery, aiming to drop one of four resources to zero, to damage the titular Galactica six times, or to sneak a boarding party aboard her and have it disable the ship from within. These hidden agents can always do this by making or suggesting bad decisions, but secret actions complicate matters severely. Each turn the current player draws a crisis which must be resolved in an attempt to avoid or minimise its negative effects. Some of those are simply a choice for a particular player, often the President, between, say, losing a resource or discarding cards — skill cards which represent the particular skills of each character, like Leadership or Piloting. Others are skill checks, where each player in turn secretly contributes skill cards in an attempt to bring the total value of correct skill cards minus the incorrect ones to a given target. At this point, secret cylons may announce sweetly that they are single-handedly flying the planes, rallying the pilots and all else that is needed, whilst in fact contributing precisely the wrong cards. Once two random cards to reflect the hand of destiny have been shuffled in, it is no longer so easy to tell who has been telling the truth, and the accusations are let loose. In the midst of all of this, the cylons are typically sending raiders and other ships to damage galactica, threaten the fleet and generally screw things up — as things become increasingly chaotic, the humans must make tricky decisions about what to prioritise in order to avoid succumbing to any of the loss conditions.
In our play-through, everything started off swimmingly: there was not even an oily whiff of the cylon fleet, and we sailed through the void of space managing at first to even scavenge more fuel than we were using on our way to our mythical new home. At the four-distance mark, all resources looked peachy in spite of Madame President Meltem's insistence early on that food was not really so important, losing us two points in rapid succession. Our record on the skill checks had been patchy too, attempting and failing far too many for our liking. Yet the pilots were sitting in their ready room drinking ambrosia and playing cards with nothing to do; the enemy raiders weren't coming, and without that there was just no need to do better.
Just got to the half-way point: everything looks peachy,
though Chief's shown his true colours.
Kaan, looking sympathetic.
Four distance is the half-way point which marks the sleeper-agent phase where more loyalty cards are handed out to represent those who'd been cylons all along but who only now realise their true identity. It was here that the first signs of strife began to appear, as one of the humans turned to be rather sympathetic to the cylon cause; Chief Kaan slipped away from the human fleet and joined the cylons on our tail. Soon enough, the third jump had been made, bringing the fleet to 7 out of eight distance, guaranteeing a human win if they can just jump twice more, and still only fuel was in the red, with more than enough to close out the game. It was at this point, though, that the first full-on toaster-top revealed himself in the form of yours truly, Vice-President Chris Zarek, who first used his friends in low places to force the rest of the team to exhaust themselves in keeping another cylon suspect locked up in the brig. Zarek then blew himself away in a suicide attack that left Commander Lewis severely wounded. Respawning in Cylon-heaven, robo-blogger joined Chief Kaan in trying desperately to coordinate the cylon effort, which had as explained, been sorely lacking up to this point. The next round revealed also that Sam "Boomer" Valerii had been a sleeper agent all along and, though locked up and unable to cause any damage, she too offed herself and ended up on the resurrection ship.
This is what the board looks like when
the shit is hitting the fan.

With three toasters turned all the way up, defrost mode engaged, the humans' days were numbered. A massive assault was the all but the first sign of any real activity from the cylon fleet, orchestrated by Zarek. The erstwhile Chief used his connections to organise sabotage, damaging the hangar bay and preventing the launch of more vipers to defend against the amassed enemy. Boomer then coordinated every single cylon ship to attack, blasting the remaining meagre defences apart. An error in fleet management brought on by the chaos had left a dozen civilian ships unprotected, slaughtered almost to a man, and the humans finally broke, lacking the manpower to continue.
Cylon Centipede 2
Starbuck did not escape this encounter unscathed.
Cylon raiders, civilian ships, and their viper defence.
The cylons had won, proving the superiority of machine over man once and for all, but what had we learned? Well, first of all, never trust Adam "Starbuck" Thrace with the loyalty deck — if it weren't for good luck with the order of cylon reveals, we would have had four out of six players trying to screw the humans! As it happened, the third chrome-dome to be revealed had two cylon loyalty cards which doesn't turn him into some kind of super-cylon and has no further effect. He could therefore ignore the extra one without affecting the game at all. Second, it is extremely important that everyone read their loyalty cards for the exact same amount of time, especially if there are new players. I knew with almost certainty that Kaan's AI was malfunctioning because he spent a long time referring back to his loyalty card when others had finished reading — the "You are a cylon" cards having far more text. It would even be an idea to have everyone read these cards before the loyalty deck is made up to ensure familiarity. Luckily, this too didn't affect the game much as Kaan disposed of this card very quickly (giving it to me) on account of the rapid onset of the sleeper agent phase.
Cylon victory!
The destroyed civilian ship that ended it all.

And that's all for this week — citadels being built up and torn down, islands being fought over by great chieftains, the zombie apocalypse being defended in the bitter cold, and the inexorable march of the machines. Hope you've enjoyed it!

Tuesday, 3 November 2015

Random Number Generator - RNG

Random Number Generator. A device, process or action that can generate a "random" number, or at least close enough to random so as to be indistinguishable from true random to a human observer, used for encryption, scientific study, games, and upsetting certain gamers with it's non deterministic bullshit. See reference Roll to Move is a travesty, Monopoly blows, and This Game makes no Sense. Most popular physical incarnation - dice.

A quiet week at the Mash Tun last week, possibly due to Halo 5 releasing on the very same day, or possibly just those random fluctuations, in any case a very Douglas Adams 42 turned up to get their gaming on. And yes. 42 is now officially a quiet number. Previously this same number may have been viewed as "bonkers busy", but context is everything. 42 for the population of your bathroom would be "unacceptably busy and there's no bloody hot water left"*. 42 for the population of China would be "there's no one here".

Cthulu and friends go on a world tour.
Pete had Cthulu Wars out on table for a second week running with Richard IV also joining in again declaring he knew what was going on now and would fare much better. With the heady scent of chinese plastic permeating the air ( it really was very apparent... that's what you get for having all that plastic ) Richard was the man to beat, getting into a strong position and fending off attacks from all comers. The game went on considerably longer than it's first outing, mostly due to a good deal of trepidation about deploying gates for fear of having them stolen. I think Richard won this in the end, clearly he did know what was going on.

Whilst Cthulu and his chums were devouring the world, on another table a whole different kind of
Zombicide -A sim for teaching you the basics of the Zapocalypse
devouring was going on with Zombicide, a game all about tooling up and killing zombies B movie horror style. Mechanically there is not much to look at here and it follows all the other point shoot, roll a dice type games, but thematically does a great job of having nice miniatures and an attractive modular board setup which really looks the part. If you ask me this is about typical for many of those kind of kickstarter games. Long on the eye candy. Short on everything else. Perhaps I am getting kickstarter fatigue. Nevertheless Zombicide looks good fun, and who doesn't like gunning zombies down !

Last week I got to partake of the Francis Drake euro board game ( another kickstarter ), which pits the players into a competition of exploiting the West Indies in the 16th century of gems, goods and uhh looting towns and castles and sinking ships. It was an ambivalent age, what can you say. The game runs for three identical rounds, so you get three cracks at the Euro puzzle, where first you pick up "stuff" which amounts to fuel for your upcoming worker placement, with things such as guns, crew, trade goods and barrels, and after everyone is done loading their ship you get to place your actions out - up to four of them by default. Actions are then resolved in player order and action number order, with a competitive edge of the first person getting to act in a place gets the bonus rewards.

There are the usual spread of Euro things going on here - points for set collection, points for action set collection - as well as just plain outright points for doing things.

Nothing we haven't seen before, and packaged and themed in a nice way.

Except.

One huge bugbear for me.

The game has a small RNG contained within it that determines whether you'll actually be able to afford the actions you are selecting or not - they'll vary in "price" from 0 - 6 resources ( and on average you'll probably pick up 3-4  resources of a particular type, less in some, more in others ) And you won't know if you can afford it until it's too late - you've already collected your resources, and picked your actions. And therein lies the rub.

For all the usual careful euro calculation and plotting of X actions, and Y points ultimately your game can hinge on whether you've luckily or unluckily hit a roadblock. And this isn't trivial, a full fat 10 bonus points await someone who can get all their planned actions swinging correctly, 4 points if you can half do it, and a single point if you limp across the line. This unfortunate RNG to see whether your plans work this turn tends to make everything else a bit of a sideshow.

And god forbid you actually have bad luck to foul of this two turns in a row ( out of three ).

Which is exactly what happened to me. You can only look on and watch as someone else picks up mucho victory points whilst expending ass all, and your own action cripples you for half as many victory points.

Blah. In our game, my third turn was spectacularly good as I managed to get into an area uncontested, and then sat back and let the turn play itself. I literally had no choices to make - and earned big points from doing so.

Nevertheless, it's an enjoyable game, nicely turned out, and if you can avoid or just plain ignore the lurking RNG devil waiting for you in the background, then it's a nice race to see who can grab the most things.

Agricola however, it ain't. Perhaps Agricola should put an RNG on each of its action spots for extra excitement. On a 4+ sorry pal, you trip on the way to plough a field. No ploughing for you this turn. And on that day, a thousand Euro gameplayers cried out as if in pain. . .

We finished with Isle of Skye which went down very well. Darren and Dave got locked in some mental high priced bidding war between the two of them, and switched lands on just about every round for outrageous prices.

BSG. In a surprise to no one move, Monika was the cylon.
There was also some fantabulous Battlestar Galaticaing, which rather confusedly went from four players to six, to five, to four. But through all this. The inevitable. The perpetual. The predictable. Monika was a cylon. It's amazing she still plays the game to be fair. Anyone with any experience would just push her out of the air lock. But you just... can't... quite... tell... I mean. Surely. SURELY. No one can be the Cylon that often. You're a good guy this time, right ? Wrong. Pete suggested she rigs the cards to always be a cylon.

7 Wonders. This table is a wonder in itself.
We also had the most epically large table 7 wonders on the go. It was fantastic. With a crazy seven people. There were so many players that some were in different weather systems and time zones to other players. Amazing. You couldn't even tell - or care - what the player on the other side of the table was doing. Lots of military ? Who cares ! I am 3 neighbours removed from that filthy warmonger ! Good stuff.

Elliott brought along Cauldron again, and on the front tables some Lords of Waterdeep got a bash. It's been a while since Waterdeep was out. Once upon a time that was almost a permanent fixture on one table of the ribs. That and Betrayal at House on the Hill.

Some end of night Resistancing went on. And Lewis complained that there wasn't enough time left in the evening to play fillers. Despite this, Lewis left early, and played his own main game til late. I noted he was actually just complaining about himself rather than anything else . . . .

The gallery...








* making the assumption that you do not have Roman Emperor levels of bathroom space and aren't in the habit of inviting 50 of your closest allies, senators, their partners, their offspring and assorted livestock around for a bath.

Tuesday, 18 August 2015

The Return of the frakkin' Toasters

Monika bounced excitedly up to me clapping her hands.

"Did you bring it ???!" she asked with a big grin.
"Yessss... but... it's kind of late, not even set it up yet." I answered unconvinced
"Well, where is it ?! I will set it up. Quick !" she replied with boundless enthusiasm.

I gave her Battlestar Galactica and left her and Voitek to it whilst I made sure everyone was sorted with a game.

So this week, Battlestar Galactica once more sailed the deep black with just about all the expansions spread between five players - two of which were toasters, the evil cylons.

James is pushed out the airlock. Don't worry, he's not
human, he's a fancy hoover. With murderous tendencies.
I called Monika and James out on being evil from near the start - a few slips of tells made me suspicious, although Voitek also had a couple of slightly dodgy calls at the start of the game, but, to me, Monika and James were clearly Not One Of Us. And that despite me playing the ever suspicious Baltar, and Voitek playing the equally suspect Boomer.

Whatever it was, the case against James and Monika seemed quite compelling and Richard IV early on obliged the rumours by pushing James out of the airlock. There was a little debate about whether to push Monika or James out of the airlock, in the end it was James. We had made only a single jump of distance one, we had barely started, and one of our number had been spaced. Forcefully plunged into the pitiless vacuum to die a terrible death.

Richard cackled gleefully. One thing playing with Richard teaches you is that he loves a bit of chaos and disaster. At least as far as board games go, he is definitely in the "just likes to watch things burn" camp.

But in this case pushing people out of the airlock was good move. It turned out the rumour mill was right and James was indeed a filthy traitor - and thus no one was particularly upset. It wasn't a human we had ejected into the void. But more like a Henry Hoover. A Henry Hoover with a remarkable capability for conversation. And murderous plotting.

And then we didn't trust Monika either. Who shortly after revealed herself to indeed be another

Battlestar Galactica ... and a new table lamp !
toaster. And we still hadn't even got half way through the game. In hindsight the debate about whether to push one toaster out or the other toaster was moot. Any toaster would have been good.

You'd think having sussed out the bad guys would be a great help to us. It wasn't. Galactica seemed incapable of jumping more than a distance of one at any time. Cylon ships piled ever higher and were never dealt with. And then the boarding parties started.

At one point I was the Admiral, CAG and President. That's all the titles. Belonging to one person. At this point I was the most important person in the fleet, everyone else was a mere peasant and had to do as I said. On the other hand, there was no way I could successfully fulfil all three roles at once. The cylons joked that I was the only person left in the fleet, hence I had all the jobs. I just like to think it was my natural leadership skills being rewarded.

In the end the fleet was destroyed, we had barely got half way, supplies had run out, Galactica was almost critical with damage, and my epic reign as Admiral CAG President was a failure. However, I also like to think that such an important person as Admiral CAG President would have had an escape plan. And a personal escape craft. And unlike the rest of humanity made it away safely. Possibly with a hidden cache of champagne.

So looking behind the curtain a bit about what makes Battlestar Galactica tick, it seems to me that the jump cards have an enormous impact on whether the game runs short, long, easy or tough. Getting a set of 1 jump cards can effectively kill you, whereas getting a couple of juicy 3 jumps can make the going a piece of cake for the humans. On reflection, cutting all the waffle out, I think the game actually just comes down to that jump progress, and little else. It also has the capability to make the game go on forever. But you could argue you don't want to look behind the curtain of an FFG game. FFG games are to my mind notoriously random in design. Whilst I enjoy a number of FFG games I could never imagine ever calling one of their titles "elegant" or "clever". Long on bling, long on components and short on.... balance, playtesting and editing. Looking too hard at the Wizard of Oz just destroys the illusion. Better to ignore it and enjoy the show.

Alchemists and another of the lamps.
And a pretty new blue table cloth !
Elsewise Nate turned up again with a choice selection of good Euros, and eventually settled on Concordia. Elliott banged out Ticket to Ride again - Ticket To Ride Marklin - which apparently is different to Ticket to Ride in that you have passengers. That go on a journey and then die. It's very maudlin. I have no idea. We also had some Alchemists, Lords of Vegas and Takenoko, where I believe Lewis took the win by a single point.

And my copy of the ever excellent Mission Red Planet hit the table, with some evil shenanigans leaving Tim and his lucrative high worth area out of luck as Dean sabotaged his scoring efforts with a secret area card effect.

Seven Wonders, Smash Up and Spectre Ops also filled out the games first up, and there were quite a few tables with just three players. The extra space at the Mash Tun means we no longer are forced to play five or six player games, but can play whatever takes your fancy with small cosy groups.

Dominant Species
James also finally got Dominant Species back to table - he's being trying for a while. Pete got off to some game stomping initial move that James was most unhappy about, but despite this the wily Tom managed to win the day - with I think his arachnids.

As well as BSG this week I also had time for a couple of games of Cheaty Mages - yes, BSG plus fillers in one evening. Madness. The end times are upon us. I am pleased to report that I won embarrassingly well in Cheaty Mages. Not once, but twice. Just to prove it wasn't a fluke. I am the cheatiest of Cheaty Mages apparently. A sentiment Sean agreed with as he watched the table - I was not to be trusted. Shockingly libellous.

Apart from the games this week we also trialled out a couple of rechargable led table lights. Which seemed to do the job ok. Personally I wasn't terrifically thrilled with them, not entirely easy to get a well lit board and keep the light out of everyones eyes, on the other hand, when they were switched off you realised just how spoiled you were with them, and how crap the light was without them. As it stands I think the lights are pretty much perfect for our needs. Light in weight, portable, adjustable and offering a good light source for the gloom. Apparently one of the lights really helped with Alchemists, allowing the phones to pick up the cards without suffering in the poor light.

We've also got a whole pile of new table cloths - mostly in blue, with a red and purple one thrown in for good measure. There are now once again enough cloths for all tables - so you can spare your board games from the unknown vagaries of pub table residues and condensing glasses and instead treat them to the luxury of a felt surface.

As ever I leave you with the gallery.


Takenoko

7 Wonders

Lords of Vegas

Smash Up

Mission Red Planet... on a red table cloth. Fancy.

Spectre Ops

Concordia

Ticket to Ride Marklin

44 if you're counting. A number of soliders down again this week. I blame it being summer and everyone swanning off for holidays. With the exception of Martin. Who was allegedly ill. I'll assume he'll be bringing in a sick note this week to explain his absence last week.

Sunday, 2 August 2015

Everyone's a toaster


Battlestar Galactica. Unless you've been living under a rock for the last decade - or are a very careful non observer of anything sci-fi - then you'll know that a TV series called Battlestar Galactica came along to reboot what had been an of its time cheesey 1970's sci fi show and re-introduce everyone to the word Frak and also the popular theme that AI is really a very bad idea indeed - AI's tend to be implacable, oddly huffy and list as one of their favourite past times other than building robots, killing everything that isn't an AI.

So all of that. But in Spaaaaaaaaaaaace. With gratuitous levels of grit. And misery. And pew pew. And some new messianic malarkey which to be frank all gets a bit weird and makes you just want them to show more ships shooting shit at each other with it's charmingly jerky "dude who has no steadycam available realism" filter. Apparently you can have a society with technology to build massive battleships in space that can jump light years but also completely skip steady cam technology.

And of course someone made a board game about it. Well not the messianic or steady cam bit. Just the misery and paranoia and shooting shit and AI. Which as James - and to a lesser extent Pete - like to point out ends up as a 5 hour version of Resistance ( the difference between James and Pete here being that James inserts the word crap at several points in that sentence ).

Generally speaking however, people are keen on it. And some even love it. Whether that's because of the mechanic of not knowing which human is actually not a human and instead a secret robot ( cylon / frakking toaster, replace as you please depending on your geek level ), or whether it's the theme of getting to play your favourite character from the show or all of the above, the game is popular. Despite the fact that it is a little clunky in places. And can run appallingly slow at times. 7 hour games are not unknown.

Battlestar Galactica. Two base ships right at the start.
So this week we gave the game a run at NoBoG. Which in my opinion is not the wisest of all moves. Because it runs long. I blame myself for this - I jokingly noted that with the extra time available at the Mash Tun, it wouldn't be long before we had someone bring along BSG for a bash. At which point everyone got excited and demanded that BSG was brought along for a bash. Ironically this meant I was the one bring along BSG. Oh truth that is often said in jest.

I thought I'd set the thing up early to get us going - only to be stymied by the ridiculous football going on in the city meaning I was struck in traffic for 30 minutes behind people in yellow and green and claret and blue shirts. Don't talk to me about council traffic planning. Or the wonderfully complacent attitude of parking management by local footie clubs.

Six of us sat down to this - one a complete newbie - which as a result meant that Monika set all the resource dials to maximum instead of their usual 75% start mark. This makes the game hella easy for the humans. Ironically the newbie turned out to be the only cylon at the table initially. Oops.

As is not untypical for me however, I managed to cark up the role selection, seeding too many cylons into the mix - I blame a rushed setup, a Mutineer ( add one card ), Boomer ( add one card ) and Baltar ( add one card ) for the balls up. The game progressed smoothly despite the surplus of toasters - only one was present at the start, before Monika got given a cylon role at the half way point. Richard IV as the amazingly untrustworthy Mutineer Baltar ( he had a marvellous four role cards instead of the normal two ), cylon detected Monika and revealed she was a cylon with a single cylon card.

Surprise then when she revealed only to give me an extra cylon role card.

Either Richard IV misread the cards, and he swore he did not. Or Monika stuffed another Cylon role card into the mix just to shake things up.

The end game went a bit peculiar with multi Cylons being revealed, but to be frank by that point the humans despite their head start were struggling, and everyone had an enjoyable paranoid game. The humans lost. Richard IV upset that none of his four cards were a cylon - he loves being a traitor - declared the game a moral victory for the humans.

Thunderstone
So it seems that BSG is perfectly playable within the time frame of a pub evening. We had a couple of quick jumps of 3 distance to speed things up, but the game slowed significantly at the half way point as everyone started arguing about who the traitors might be ( before any revealed cylons ). All in all play time probably came in around the 3 hours 15 minutes mark. Setup time was a good 30 minutes.

Because of all those shenanigans I don't have much of a clue what else was going on at the Tuna. I remember walking past Thunderstone....

Eclipse with the hardcore guys
Lewis got to play Marvel Legendary ( I think his first time playing it ) and successfully beat off the evil Red Skull before having a go again this time with the rather spiffy Guardians of the Galaxy set.

Pete engaged in an epic 5 player Eclipse game - no ranting this week though - which was still ongoing as I left the pub and Elliott played one of his faves, Lords of Waterdeep and got to win.

And then there's James

Four of us sat down for Crusoe this week.. Last week was a lucky win it turns out, and the party was a glutton for punishment, so scenario 4 was selected..  Things went badly; very badly in fact and we quickly found out why this is one of the harder scenarios.  We had horrendous luck with the card draw, and the first few events made it almost impossible to actually get any food each round.  even when we managed to get a decent enough weapon level for our soldier to set off hunting we managed to draw the beast with the highest strength to food ratio. 

Robinson Crusoe & The Island of Endless Misery

We were hit hard in the 4th round, where all of a sudden our camp moral nosedived as we all took wounds; and on the turn after the carpenter took three hits from not having moral tokens to discard.. by the time the carpenter dies everyone was pretty low; and with camp morale at rock bottom our explorer decided to throw himself into the volcano in the center of the island.

we were 50% of the way through the time alloted for the scenario, and had completed around 30% of what we needed to.  maybe if we had remembered to use our starting items we may have survived a bit longer, but tbh i think we would have utterly failed..


Atta Ants
afterwards we settled down for a game of DIE FUCKER!   actually its called Die Fuegger (pronounced Dee Few-Gurr).  its a rather simple trading game where you play several rounds attempting to get to market some of the common items.  There are five resources that you are trying to get out: Silks, Gold, Sugar, Gems, and Red Wine.  But that would be boring, so instead we traded Cocaine, Baked beans, Heroin, Meth and Blood (Virgin blood in the case of the higher quality wines).

each action you draw a card or play a card in front of you. when there are five of any particular resource on the table (in front of everyone combined) the round ends.  The top three goods go up in price according to the number of them on the table, the remaining two go down one.  the catch being that prices range 1-9, and start on 5.  anything that goes above 9 crashes in price to 1, and nothing can go down from 1.  so you have to be careful, get to many of the most common resource in the first round and you get sod all points.. anyway, you play to 100 points, and martin was a clear winner this time round.

we played atta ants after this, although had to cut it a little short..  Its hit the tables before, but it really plays best with 3.  Four players really drags it out far too much, and you get a lot of ‘Meh!’ turns in the end game.  i won this, although the last few rounds had to be played superquick as i needed to get off.

A lovely relaxed evening of gaming all round, fabtastic stuff. But we really do need some table lamps.....

As ever the Gallery, this week supplied by Monika and one from James.

Elliot beats allcomers at Lords of Waterdeep

Castles of Burgundy with Dean, Guillame, David and... a mystery empty fourth seat ! ( Martin II at a guess )

A worried Fletch. Fletch always looks worried in photos. I think Monika must shout something in polish at him before she takes the photo. Uwaga !

Marvel Legendary

Excitement abounds with Sean getting Epic Spell Wars of the Battle Wizards to table. Looks cool.

China ? Luke plays China again after having a sad the last time that no one appreciated it....
45 (7) people this week for those who are counting.